RFCEurope 1.3

So Absinthe really returned, that's good news. Welcome back :)!

I was incredulous when 3Miro started posting again, now Absinthe is back to organize this mod's development. I believe RFCE will still give a lot of great matches to many people here in CFC.

I'd love to help this mod too, but my time is really short and I already have some projects here in CFC and RL that consume most of my free time. But I intend to help this mod when I get the time, at least in playing feedback if I can't do anything else.

So once again welcome back Absinthered, I'm glad that this mod will keep going forward with your marvelous work. I'll try to play a match later today when I get home.
 
IRL forts used to become cities, specially after they function changed or outdated. i.e. fort is used to watch over an enemy road, then they counquer the whole territory, and it become a "pit stop" on the road, then a village....imo its very realistic...and no castle just walls!

I quite like this idea. It gives the player (and potentially the AI) the option to establish the fortifications for a city before it is built, and also 'lay claim' to a city site by building and manning a fort there.

I think it would be useful, and widely used, by civs expanding in hostile areas, and would be quite realistic. Building a castle would then represent the full conversion of the smaller fortification to a larger and better defended castle.

Alright, you guys convinced me
It doesn't have too much impact on gameplay, and might be nice for flavor
As forts come later on the tech tree than walls, building your city on a preplaced fort will give you free walls in your new city even from turn 1.
(there are some preplaced forts on the map anyway)
 
So Absinthe really returned, that's good news. Welcome back :)!

I was incredulous when 3Miro started posting again, now Absinthe is back to organize this mod's development. I believe RFCE will still give a lot of great matches to many people here in CFC.

I'd love to help this mod too, but my time is really short and I already have some projects here in CFC and RL that consume most of my free time. But I intend to help this mod when I get the time, at least in playing feedback if I can't do anything else.

So once again welcome back Absinthered, I'm glad that this mod will keep going forward with your marvelous work. I'll try to play a match later today when I get home.

Thank you for your kind words :)
Feels real good to hear that people are still this enthusiastic about RFCE :king:
 
Huzzah!

I don't know if that counts as democracy at work, or just peer pressure :D

Thanks either way :)

It was much harder in the end than I thought - the improvement is destroyed before the city is founded, and totally separately from the city settling function, so it wasn't trivial at all how to make the check for it - but it's fully functional now
Needed some playing with global variables, but actually I'm really proud of figuring out this one :)
 
found a bug on line 1073 of CvVictoryScreen.py. it should be:

"iSeaport = gc.getPlayer(con.iAragon).countNumBuildings(xml.iAragonSeaport)"
 
found a bug on line 1073 of CvVictoryScreen.py. it should be:

"iSeaport = gc.getPlayer(con.iAragon).countNumBuildings(xml.iAragonSeaport)"

I already noticed the bug. Will be fixed with my upcoming changes.
 
found a bug on line 1073 of CvVictoryScreen.py. it should be:

"iSeaport = gc.getPlayer(con.iAragon).countNumBuildings(xml.iAragonSeaport)"

I already noticed the bug. Will be fixed with my upcoming changes.

Thanks, noted!
When was it changed btw? I'm pretty sure it worked a couple revisions ago
 
It was changed in revision 1103. I changed the UHV correctly, but I made a small copy-paste mistake in the victory screen.

I'm almost finished with the UHV-help texts. Only the Dutch left. (Which I'm loading ATM) After this, I have some ideas how I can make make the code a bit cleaner and I think/hope faster too.
 
The free city walls are still bugged. If you build a city on a non-improved tile, you get an error. (Only if no improvement have been destroyed)

Yeah, didn't have time to fix it yet
Your new updates look nice on first glance, will look into them tonight

EDIT:
What do you plan to use the (iCivArabia, iCivAustria, iCivBulgaria, iCivBurgundy, iCivByzantium, iCivCordoba, iCivMorocco, iCivDutch, iCivEngland, iCivScotland,
iCivFrance, iCivGenoa, iCivGermany, iCivPrussia, iCivHungary, iCivNovgorod, iCivKiev, iCivMoscow, iCivNorway, iCivDenmark, iCivPoland, iCivPortugal, iCivSpain, iCivSweden, iCivTurkey, iCivVenice, iCivLithuania, iCivAragon, iCivPope) list?
Where do you need this order of the civs?
 
That list is the order of the civilization in the XML. The list of iNumPlayers is chronological. If you want to use the code below for something, you need to use the order of the XML. I created a tool to get the correct civInfo for each iPlayer.

Code:
gc.getCivilizationInfo(int idx)

I used it to get the description of a civ. However, I saw a different method was already used to get the correct discription, so I used that. The list and the tool are currently unused. (But I though it could be useful in the future)
 
That list is the order of the civilization in the XML.

Ahh, I forgot our XML list is that unordered :lol:
Wouldn't it be easier, or at least more convinient to organize to civ XML into the chronological order?
Then we wouldn't need a second list, even if we want to use the descriptions later
 
I had been thinking about that as well. I created this as a temporary solution. But as I found another way to get the description, I didn't bother anymore.

I think it can save a lot of trouble if we do change the XML to chronological order. (IIRC, SoI has it too, for I guess the same reason)

Almost forgot to say, I'm now finished with the victoryscreen. So you can edit victory.py and victoryscreen.py again.
 
I had been thinking about that as well. I created this as a temporary solution. But as I found another way to get the description, I didn't bother anymore.

I think it can save a lot of trouble if we do change the XML to chronological order. (IIRC, SoI has it too, for I guess the same reason)

Almost forgot to say, I'm now finished with the victoryscreen. So you can edit victory.py and victoryscreen.py again.

Alright, will do it with my next commit
 
ATM I'm editing the barbarians in the mod
These are the changes currently:

Livonian Order as barbs (Sword Brethen) in the area before the Prussian spawn
pre-Lithanian barbs (Baltic Heathens) for human Prussia a couple turns before the Lithuanian spawn
Banu Hilal and Bani Hassan barbs in Morocco and Tunesia
Danishmend barbarians for Byzantium after the Seljuks
barbarian Serbs in the Balkans before the Byzantine 2nd UHV, especially for the human player
barbarian Anglo Saxons spawning in Wessex and Mercia to represent the resistance to Danish rule
barbarian Scottish Highlanders only spawn when Scotland is dead
Further separated barbs for the human and the AI.
AI civs won't get extra barbarians on harder levels. Also somewhat less extra barbs for the human player on harder levels
Slightly tuned down general number of barbs for Byzantium, France, Cordoba

Is there something I missed?
Will be uploaded with my next commit
 
ATM I'm editing the barbarians in the mod
These are the changes currently:

Livonian Order as barbs (Sword Brethen) in the area before the Prussian spawn
pre-Lithanian barbs (Baltic Heathens) for human Prussia a couple turns before the Lithuanian spawn
Banu Hilal and Bani Hassan barbs in Morocco and Tunesia
Danishmend barbarians for Byzantium after the Seljuks
barbarian Serbs in the Balkans before the Byzantine 2nd UHV, especially for the human player
barbarian Anglo Saxons spawning in Wessex and Mercia to represent the resistance to Danish rule
barbarian Scottish Highlanders only spawn when Scotland is dead
Further separated barbs for the human and the AI.
AI civs won't get extra barbarians on harder levels. Also somewhat less extra barbs for the human player on harder levels
Slightly tuned down general number of barbs for Byzantium, France, Cordoba

Is there something I missed?
Will be uploaded with my next commit

All sounds good to me.

In general I think there should be fewer barbs around civs at the start, as it makes the start too vulnerable to multiple barb spawns, but more later on as the civ becomes established, particularly civs with limited competition from other civs. Looks like your changes will do this, so I look forward to giving them a try :goodjob:

Byzantines in particular need a bit of toning down in the early phase, particularly for the AI which can have Hadrianopolis, Thessaloniki and Athens all razed by barbs in the first 100 turns. But much more pressure later on, as it's far too easy for a human player atm. In my last game as Emperor, I was able to capture almost all of North Africa, southern Italy, all the Balkans and was in the process of fighting a German SOD for control of northern Italy when the time ran out. Definitely needs more threat in Anatolia and the Balkans to keep the empire on its toes after about 900AD.
 
ATM I'm editing the barbarians in the mod
These are the changes currently:

Livonian Order as barbs (Sword Brethen) in the area before the Prussian spawn
pre-Lithanian barbs (Baltic Heathens) for human Prussia a couple turns before the Lithuanian spawn
Banu Hilal and Bani Hassan barbs in Morocco and Tunesia
Danishmend barbarians for Byzantium after the Seljuks
barbarian Serbs in the Balkans before the Byzantine 2nd UHV, especially for the human player
barbarian Anglo Saxons spawning in Wessex and Mercia to represent the resistance to Danish rule
barbarian Scottish Highlanders only spawn when Scotland is dead
Further separated barbs for the human and the AI.
AI civs won't get extra barbarians on harder levels. Also somewhat less extra barbs for the human player on harder levels
Slightly tuned down general number of barbs for Byzantium, France, Cordoba

Is there something I missed?
Will be uploaded with my next commit

For the Baltic Heathens, will they flip to Lithuania when they spawn, as some Keshik barbs currently do? If so, then the starting stacks for both Prussia and Lithuania probably need to be adjusted to help adapt to that while keeping it fair for both civs.
 
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